Why shmups are such a niche genre

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drunken starsailor
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Re: Why shmups are such a niche genre

Post by drunken starsailor »

I don't mean to sound pretentious, but I can almost feel my stock plummeting with other people when I talk about anything I like..anything at all!
It's sad because it's true. I feel your pain, brother. When I do that it's more often than not met with a vacant stare; or my favorite, when they say "Hmm! Sounds cool!" in a very platonic way... Every once and a while I run into a genuine person with goals and standards. Thank God for them.

And there's nothing pretentious about passion. Do what you love, even if it's frowned upon. That, to me, is really living.
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Re: Why shmups are such a niche genre

Post by Acid King »

Obiwanshinobi wrote:
Aren't they, by any chance, people who can't stand bigger hitboxes anymore? Just a thought.
I'd say it's more likely they are the people who prefer older games that aren't based on score, not people who don't like big hitboxes.
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Re: Why shmups are such a niche genre

Post by gs68 »

Puddleglum wrote:Thanks for the suggestions, guys. I definitely appreciate playing a game for a high score. I have spent probably 15 hours in the past 5 days chasing high scores in S&P2! :D I also don't think that going for a high score is a completely lost concept in the gaming world yet. The music genere (Guitar Hero, DDR, etc) definitely still has an emphasis on replay for high scores. Going even more casual, the other day my 14 year old cousin was bragging about beating some of my high scores in a few of the Wii Fit mini games.
As I've probably said before, Bejeweled and other "casual" puzzle games. Scoring is far from a dead concept.
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Re: Why shmups are such a niche genre

Post by TrevHead (TVR) »

I think this article touches on why gamers dont invest as much time into gaming (especially shmups and other challenge games) as they did back in the day http://www.gamepro.com/article/news/215 ... -too-hard/
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Re: Why shmups are such a niche genre

Post by Kyle »

TrevHead (TVR) wrote:I think this article touches on why gamers dont invest as much time into gaming (especially shmups and other challenge games) as they did back in the day http://www.gamepro.com/article/news/215 ... -too-hard/
I am the stereotype in the article (kid and much less time than I used to have). I play shmups because I can have a blast in 30 mins. I am lucky to have an hour of uninterrupted time to myself.
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Re: Why shmups are such a niche genre

Post by Rob »

TrevHead (TVR) wrote:I think this article touches on why gamers dont invest as much time into gaming (especially shmups and other challenge games) as they did back in the day http://www.gamepro.com/article/news/215 ... -too-hard/
Because arcade games are too long. And what a bad article that is.

-Developer looking at achievements: "They didn't finish our sloppily designed 10 hour game for the second time after unlocking Ultra Insane Mode (for 50 Gamerscore), it must be too hard."

-"The vast majority of releases, even the most spectacular and successful, adhere to structural conventions that date back 20 years." :shock:

-"Younger gamers demand something more sophisticated", like "dicking around". What else can you do with terrible games besides trying to break them, I guess?
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Re: Why shmups are such a niche genre

Post by TrevHead (TVR) »

Seems im going thru a phase with posting articles (ill make this the last one promise :P )

This is an article from gamasulta, its about how the game review system works and there been need of a change.
http://www.gamasutra.com/blogs/AndySatt ... eviews.php

I found this part the most intresting:
Unfortunately, these aggregation sites have a huge flaw - Metacritic / Gamerankings are unfairly swung by bad reviews. If your game is averaging 80% it takes two “excellent” 90% reviews to make up for one “not my sort of game” 60% review. It takes four 90% reviews to make up for one “hater” 40% review – that’s tough – particularly as bad reviews can easily be given by people who don’t like that sort of game.
basically niche games like shmups are unfairlly penalised due to there allways been hater reviews, while the mainstream vanillaware gets promoted even more.
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Re: Why shmups are such a niche genre

Post by innerpattern »

To play a game purely for score it has to actually have a fun scoring system. For me this disqualifies a lot of shmups. Too many modern (last 10 years) scoring systems are a gimmicky mess. Raiden games are fun because it's simple and playing for score or survival is a natural extension of the other.
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Re: Why shmups are such a niche genre

Post by Skykid »

TrevHead (TVR) wrote:Seems im going thru a phase with posting articles (ill make this the last one promise :P )

This is an article from gamasulta, its about how the game review system works and there been need of a change.
http://www.gamasutra.com/blogs/AndySatt ... eviews.php
This could use a thread split really, but for the time being aside from it being an interesting article and I agree with review over-saturation, the problem more or less lies with bad journalism. When you have twats like Brad Galloway from Gamecritic sticking top marks on all sorts of bullshit, or even Eurogamer (whom I respect for being generally accurate) making inexcusable errors by giving games like Killzone 2 10/10 scores, the system of meta scoring is bound to fail, and fail regularly.

If reviewers didn't attempt to review games in genres they don't like or understand and weren't swayed by external sources into giving disproportionate scores to lame software things would be fine. But in the world of massive attack commercialism that's an unrelaistic ideal.
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Re: Why shmups are such a niche genre

Post by Obiwanshinobi »

Professional (written for a living) reviews must mark games with numbers, because numbers excite the readers.
Skykid wrote:When you have twats like Brad Galloway from Gamecritic sticking top marks on all sorts of bullshit, or even Eurogamer (whom I respect for being generally accurate) making inexcusable errors by giving games like Killzone 2 10/10 scores, the system of meta scoring is bound to fail, and fail regularly.
In all fairness, Eurogamer marked KZ2 9/10. I do not trust that reviewer, though, and hardly ever read his reviews.
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Re: Why shmups are such a niche genre

Post by JoshF »

Horrible article. A "punitive system" is called a reward system after practice. Doing bad exists so you can do good. Apparently games should be the equivalent of staring at a lava lamp.
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Re: Why shmups are such a niche genre

Post by Ed Oscuro »

Rob and JoshF are maximizing their sense to words written ratio here. Speaking of that:
Acid King wrote:I'd say it's more likely they are the people who prefer older games that aren't based on score, not people who don't like big hitboxes.
Not sure I'm with you here. Older games aren't based on score? There's "surival-based" scoring but it's still scoring. (Also, Area number in Toaplan games is a score as well, in the sense that it's a number that reflects how well you've done.) There still are strategies to be had - we can split hairs endlessly about how some games like the Toaplan shooters of old "epitomize" an older style of scoring and as such they 'aren't as intense' or the scoring is 'not as complex' but there's not much of a real difference. All that separates Toaplan from Cave, to put it very broadly, is that Toaplan games tend to be endless. As a result, maximizing your score-to-playing time ratio, as you would in a game with a definite end, is an artificial challenge initiated by the player, not the game. Example: Maximizing the number of 5000 point pickups you get in Fire Shark by carefully dodging and taking shot icons in the first stage demonstrates you know that stage, but it's not going to get you a higher score than somebody who can survive through more loops, if you can't match that level of playing. In more modern shooters, making the best out of those hidden scoring opportunities makes even the early stages more interesting.
gs68 wrote:As I've probably said before, Bejeweled and other "casual" puzzle games. Scoring is far from a dead concept.
The existence of combo chains and careful scoring is no doubt a bit of the reason why Bejeweled is such a big name in that segment. There are lots of folks who will play any old shit and do it at a pretty basic level (either not having the time, or skill, or simply not caring, to refine their play to a "master" level), and a lot of the casual games I've seen often seem to be based off simple board survival, a bit like an old Toaplan game (not that I'm calling Toaplan games bad). But the ability to go much deeper keeps a fan base who no doubt are partly responsible for even older Bejeweled games from staving off the onslaught of knockoffs. "If you build it, they will come" obviously has been interpreted by many knockoff makers to mean "we can dump some crap on the market and make $$$" but fans will flock to the better product and help prop it up. Even a "cult" label and recognition is better than being an also-ran.

Xbox 360 / Steam Achievements / PS3 awards are great, when implemented right (unfortunately most are not), just as it's super silly when Super Contra gives you like a million points for clearing the game for no apparent reason, or how Gun & Frontier has a pretty terrible milking trick (and I think, but haven't checked again, that Space Manbow might), and so on. Not a new problem. What's new is that the new games are much more complicated than the old ones so it takes more people to get a grip on the design, and as they say too many cooks spoil the soup - more people does not necessarily make it easier to have a coherent design.
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Re: Why shmups are such a niche genre

Post by Ed Oscuro »

Just catching up with an old post:
RNGmaster wrote:I should not have said anything. Not because I offended you, but because my arguments have absolutely no effect. Since you're evidently too tired to read through what I said, here's the cliffs notes: You say that you do not care for anything I said, but evidently the fact that I rescinded some of my more inflammatory statements was beneath your notice. I am not trying to talk sense into elitists - I said that there are no elitists here in the sense there are on FTG forums. You got WAY too pissed off about being branded an elitist, and evidently refused to read anything else I said, deeming it stupid, trolly garbage. Likely you will only glance through this post, and will again refuse to listen to anything I say, but I don't consider it a waste of time. Although having to argue with just one person after pacifying everyone else is kind of a bummer. (Seriously, BIL and Acid King were willing to listen to my justifications for saying "elitist", and their latest posts are not as hostile to me as yours are.)
I'm pretty sure you're not here any more, but here's a couple points that were bouncing around my head about a week ago; back when this would have been relevant; back when I had no 'net access:

Ancient Chinese proverbs: "The wise man also knows that when the well is dry, the cattle have died, and the grass is brown, that he shall not tarry in search of a conversation." More relevantly:
"A healthy man does not blame his stomach for poisoning; the tactful man does not blame the host for his food; but even the desperate man does not shit where he sleeps."

The fact that this discussion had both of us making errors and skimming through should have been the first indication this topic is of no great import - in terms of gains to be made in understanding or in "correcting" the landscape of shooters. Even if you consider there to be some utility in rehashing these issues again (for your own benefit), it doesn't strike me as a conversation that has borne fruit in the past, nor does it strike me as likely to. Your determination to read through the whole thread just makes me shake my head. What did you gain from that? What did the community gain from that, other than your ability to say you, too, can join in pouring your thoughts down the memory hole? That's not how I'd use my time; I'm familiar enough with the arguments to know that this is just a wide-ranging free-for-all, and if every person is standing by their own beliefs, the divisive element of trying to "find" culprits for the supposed death of the genre is just going to widen divides the community cannot afford.

There's a wide variety of persons on this Forum, with an only slightly smaller variety of tastes in games, but our desire for better games from the industry is more than dampened by our unwillingness to compromise on quality for the sake of herding the industry towards spaceship shooters. How the hell is that supposed to work, anyway? As far as the industry is concerned, a negative is only proven when it comes to piracy, not in searching out underserved genres; the lack of good old-fashioned arcade-style games (if calling even a Cave / Raizing / etc. game "old fashioned" is appropriate) is not going to be remedied by throwing our money at half-baked projects that come close but ultimately miss the silver ring. All paying for dreck will do is take money from our pockets and mislead game companies about what the fans actually want. (I'm not saying that there haven't been any good shooters, or scoring systems, or games worth paying for.) All this talk on this Forum ultimately has to be pressed into action to amount to anything, but focusing on the gamer as what needs to change - that one doesn't fly.

Can't say I mind being called an elitist, other than that it's less a fit than a proper insult would be.
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Re: Why shmups are such a niche genre

Post by Acid King »

Ed Oscuro wrote: Not sure I'm with you here. Older games aren't based on score? There's "surival-based" scoring but it's still scoring. (Also, Area number in Toaplan games is a score as well, in the sense that it's a number that reflects how well you've done.) There still are strategies to be had - we can split hairs endlessly about how some games like the Toaplan shooters of old "epitomize" an older style of scoring and as such they 'aren't as intense' or the scoring is 'not as complex' but there's not much of a real difference. All that separates Toaplan from Cave, to put it very broadly, is that Toaplan games tend to be endless. As a result, maximizing your score-to-playing time ratio, as you would in a game with a definite end, is an artificial challenge initiated by the player, not the game. Example: Maximizing the number of 5000 point pickups you get in Fire Shark by carefully dodging and taking shot icons in the first stage demonstrates you know that stage, but it's not going to get you a higher score than somebody who can survive through more loops, if you can't match that level of playing. In more modern shooters, making the best out of those hidden scoring opportunities makes even the early stages more interesting.
Agreed, I just meant that they don't revolve around a specific scoring mechanic. It's the old "shoot n' dodge" vs. "Slow bullets down and cancel them into gold" routine.
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Re: Why shmups are such a niche genre

Post by Jockel »

Oh jeez, this thread is still going on?
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Re: Why shmups are such a niche genre

Post by Skykid »

Obiwanshinobi wrote:Professional (written for a living) reviews must mark games with numbers, because numbers excite the readers.
Skykid wrote:When you have twats like Brad Galloway from Gamecritic sticking top marks on all sorts of bullshit, or even Eurogamer (whom I respect for being generally accurate) making inexcusable errors by giving games like Killzone 2 10/10 scores, the system of meta scoring is bound to fail, and fail regularly.
In all fairness, Eurogamer marked KZ2 9/10. I do not trust that reviewer, though, and hardly ever read his reviews.
Thanks for the correction, although I'm sure you'll agree the point stands - Edge's 7 for K2 was far more accurate, and I scored it a 6 iirc. I agree with you also, I think said reviewer is questionabe with all the PS3 FPS love:

http://www.eurogamer.net/articles/resis ... iew?page=2

Harmful scoring.
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Re: Why shmups are such a niche genre

Post by Obiwanshinobi »

He marked Cybernator 6/10 for what it's worth, but what made me most bitter was the dick-ish tone of his Risen review (Character models look like they've wandered in from an MS-DOS game... and so on). Maybe giving away too many shotgun scores ("9/10 or else...") makes a reviewer unnecessarily harsh towards more niche stuff, who knows?
I thought KZ2 was okay... for a console FPS. Didn't change my opinion about console first person shooters in general (just a waste of... stuff), but even if I wasn't biased against them, I probably wouldn't mark such a "me too" effort 9/10. So the PS3 can do antialiasing; that's impressive and all, but not 9/10 impressive if you ask me.
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Re: Why shmups are such a niche genre

Post by ColonelFatso »

I'm personally kind of disappointed that there are still consoles that DON'T do antialiasing. It's only been, what, ten years?
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Re: Why shmups are such a niche genre

Post by Obiwanshinobi »

Actually even the PS2 is, in a way, capable of antialiasing (I think technically it's a full screen postprocessing of sorts which affects the sharpness, but it gets along with interlacing and deflickering). Baldur's Gate: Dark Alliance did that in 2001 (this and amusingly bouncing boobs). Gradius V and Contra: Shattered Soldier also look about as neat as possible with interlacing on a CRT thanks to that gimmick. PS2 textures being usually blurred thoroughly for the sake of veiling their low resolutions, there wasn't much sharpness to begin with, so it was quite good deal.
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Re: Why shmups are such a niche genre

Post by Zeron »

Obiwanshinobi wrote:Actually even the PS2 is, in a way, capable of antialiasing (I think technically it's a full screen postprocessing of sorts which affects the sharpness, but it gets along with interlacing and deflickering). Baldur's Gate: Dark Alliance did that in 2001 (this and amusingly bouncing boobs). Gradius V and Contra: Shattered Soldier also look about as neat as possible with interlacing on a CRT thanks to that gimmick. PS2 textures being usually blurred thoroughly for the sake of veiling their low resolutions, there wasn't much sharpness to begin with, so it was quite good deal.

Didnt the Dreamcast also do anti aliasing?
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Re: Why shmups are such a niche genre

Post by RNGmaster »

Ed Oscuro wrote: The fact that this discussion had both of us making errors and skimming through should have been the first indication this topic is of no great import - in terms of gains to be made in understanding or in "correcting" the landscape of shooters. Even if you consider there to be some utility in rehashing these issues again (for your own benefit), it doesn't strike me as a conversation that has borne fruit in the past, nor does it strike me as likely to. Your determination to read through the whole thread just makes me shake my head. What did you gain from that? What did the community gain from that, other than your ability to say you, too, can join in pouring your thoughts down the memory hole? That's not how I'd use my time; I'm familiar enough with the arguments to know that this is just a wide-ranging free-for-all, and if every person is standing by their own beliefs, the divisive element of trying to "find" culprits for the supposed death of the genre is just going to widen divides the community cannot afford.

There's a wide variety of persons on this Forum, with an only slightly smaller variety of tastes in games, but our desire for better games from the industry is more than dampened by our unwillingness to compromise on quality for the sake of herding the industry towards spaceship shooters. How the hell is that supposed to work, anyway? As far as the industry is concerned, a negative is only proven when it comes to piracy, not in searching out underserved genres; the lack of good old-fashioned arcade-style games (if calling even a Cave / Raizing / etc. game "old fashioned" is appropriate) is not going to be remedied by throwing our money at half-baked projects that come close but ultimately miss the silver ring. All paying for dreck will do is take money from our pockets and mislead game companies about what the fans actually want. (I'm not saying that there haven't been any good shooters, or scoring systems, or games worth paying for.) All this talk on this Forum ultimately has to be pressed into action to amount to anything, but focusing on the gamer as what needs to change - that one doesn't fly.

Can't say I mind being called an elitist, other than that it's less a fit than a proper insult would be.
You know, you're right, and what you just said is one of the wisest things I've heard on the Internet in a while. Arguing on the internet is a total waste of time, whether with trolls or not. Incorporating ad hominem attacks and hate into it, and having the sense that you have to be right, is just wrong. Us gamers should stick together, and we shouldn't act like 12-year-olds on XBOX Live. If that's what you think being an elitist means, then I'm happy to be one along with the rest of you guys, because I love gaming (and shmups specifically) a little more than some say I ought to. You're right - we love shmups, and despite that the industry has declined. It can't be our fault that that happened.

So... Sorry, man. I probably didn't hurt your feelings, but just saying it makes me feel better.
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Re: Why shmups are such a niche genre

Post by gs68 »

Most of the people who talk about how bullet hell shooters are so hard you have to be a horrible murderer-class person of Japanese descent to finish them are people who have never actually played one. Their only experience is the classics (Raiden I and II, Gradius I and III, R-Type, etc.) so they assume anything with more bullets than those games is automatically harder.

Same goes with people who have only played danmaku games *coughtouhoucough*. They haven't played an older shooter in a while (if they have played one at all) so they forget what it's like to play a shooter that forgoes spraying pretty bullet patterns in favor of aiming at you.

On the wiki that shall not be named, I had to revert some edits about how Futari Novice was still very difficult, among other things. If the editor in question really had played it, surely he/she would've noticed Original's hilariously low bullet count and, failing that, auto-bomb. I also reverted a similar edit involving DaiFukkatsu, but I probably don't have the right to do so as I haven't played DFK (even though I know about its mandatory auto-bomb).

Sometimes things are to the point where if someone comes in asking for a shmup that goes against many of the conventions, I straight up tell them to give up on the genre. Asking for a shooter that is very un-arcade-like or reliant on trial and error is like asking to be hand-held when you play in a serious chess match.

Just a quick poll: how many here DON'T think DFK 1.5 Bomb Style is easier than DOJ or DDP?
Last edited by gs68 on Fri Aug 13, 2010 11:08 pm, edited 1 time in total.
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Re: Why shmups are such a niche genre

Post by Zeron »

gs68 wrote:
Same goes with people who have only played danmaku games *coughtouhoucough*. They haven't played an older shooter in a while (if they have played one at all) so they forget what it's like to play a shooter that forgoes spraying pretty bullet patterns in favor of aiming at you.

I remember showing a guy who played touhou Battle Garegga, he said it looked piss easy and had the same level of graphics as 1941.

I wanted to murder him
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Re: Why shmups are such a niche genre

Post by gs68 »

Zeron wrote:
gs68 wrote:
Same goes with people who have only played danmaku games *coughtouhoucough*. They haven't played an older shooter in a while (if they have played one at all) so they forget what it's like to play a shooter that forgoes spraying pretty bullet patterns in favor of aiming at you.

I remember showing a guy who played touhou Battle Garegga, he said it looked piss easy and had the same level of graphics as 1941.

I wanted to murder him
This is what you do: Make a bet that he can't 1CC the Japanese version on defaults on his first 3 or so tries. In other words, if he thinks it's that easy, make him prove it. ;)
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Re: Why shmups are such a niche genre

Post by Zeron »

gs68 wrote:
Zeron wrote:
gs68 wrote:
Same goes with people who have only played danmaku games *coughtouhoucough*. They haven't played an older shooter in a while (if they have played one at all) so they forget what it's like to play a shooter that forgoes spraying pretty bullet patterns in favor of aiming at you.

I remember showing a guy who played touhou Battle Garegga, he said it looked piss easy and had the same level of graphics as 1941.

I wanted to murder him
This is what you do: Make a bet that he can't 1CC the Japanese version on defaults on his first 3 or so tries. In other words, if he thinks it's that easy, make him prove it. ;)
It was impossible to get him to play something else his arguments was Touhou has story and characters I can relate too or someshit

yeah...
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Re: Why shmups are such a niche genre

Post by TMR »

Zeron wrote:It was impossible to get him to play something else his arguments was Touhou has story and characters I can relate too or someshit

yeah...
He reckons that he can relate to the characters in a Touhou game... and i thought my life was weird!
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Re: Why shmups are such a niche genre

Post by gs68 »

Shmups have characters too!

only their profiles and such are buried in manuals and flyers and nobody gives two centavos about them
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Re: Why shmups are such a niche genre

Post by Ed Oscuro »

RNGmaster wrote:You know, you're right, and what you just said is one of the wisest things I've heard on the Internet in a while. Arguing on the internet is a total waste of time, whether with trolls or not. Incorporating ad hominem attacks and hate into it, and having the sense that you have to be right, is just wrong. Us gamers should stick together, and we shouldn't act like 12-year-olds on XBOX Live. If that's what you think being an elitist means, then I'm happy to be one along with the rest of you guys, because I love gaming (and shmups specifically) a little more than some say I ought to. You're right - we love shmups, and despite that the industry has declined. It can't be our fault that that happened.

So... Sorry, man. I probably didn't hurt your feelings, but just saying it makes me feel better.
Sent along a PM but just to recap for the Forum - welcome aboard, we're all glad to have you here.
TMR wrote:
Zeron wrote:It was impossible to get him to play something else his arguments was Touhou has story and characters I can relate too or someshit

yeah...
He reckons that he can relate to the characters in a Touhou game... and i thought my life was weird!
For some reason I am feeling titillated. Heheh...tits! :o
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Re: Why shmups are such a niche genre

Post by TrevHead (TVR) »

It was impossible to get him to play something else his arguments was Touhou has story and characters I can relate too or someshit

yeah...
Sigh...... :roll:
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Re: Why shmups are such a niche genre

Post by iluvmonsterz »

I remember showing a guy who played touhou Battle Garegga, he said it looked piss easy and had the same level of graphics as 1941.

I wanted to murder him[/quote]
This is what you do: Make a bet that he can't 1CC the Japanese version on defaults on his first 3 or so tries. In other words, if he thinks it's that easy, make him prove it. ;)[/quote]
It was impossible to get him to play something else his arguments was Touhou has story and characters I can relate too or someshit

yeah...[/quote]
first punch him/it in the nuts to make sure its really a dude..
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